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-   -   Invasion! Beta Discussion (http://forum.shrapnelgames.com/showthread.php?t=11143)

Suicide Junkie March 15th, 2004 08:40 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by Wardad:
Oh Boy, inverted logic, I just love it.

Anyway, does this mean you could create an inner/double hull componant that soaks up damage and it gets destroyed first?

<font size="2" face="sans-serif, arial, verdana">Also known as Leaky Armor, yes.

However, as the name implies, there are no guarantees, and there is merely a higher-than-expected chance of the high-hitpoint components getting hit.

[ March 15, 2004, 18:50: Message edited by: Suicide Junkie ]

geoschmo March 15th, 2004 09:08 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Ooo, that's an idea for SE5. An ability to give to components that increases or decreases the likelyhood they will be destroyed before or after other components. http://forum.shrapnelgames.com/images/icons/icon7.gif

Combat Wombat March 18th, 2004 08:15 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Just got a new member for the Invasion! PBW game!
Welcome Sivran!

Still looking for 5 more players. Join now while you still can.

Edit: Correction more new players: Woland and Hugh_Manatee. Only 3 spots left now!

[ March 18, 2004, 18:18: Message edited by: Combat Wombat ]

Phoenix-D March 18th, 2004 08:20 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by geoschmo:
Ooo, that's an idea for SE5. An ability to give to components that increases or decreases the likelyhood they will be destroyed before or after other components. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Or maybe just seperate "chance to be hit" and "structure" into two seperate lines in the file.

Combat Wombat March 22nd, 2004 08:11 PM

Re: Invasion! Mod Discussion Beta 0.40
 
*Bump*
Invasion! PBW still needs players

Ragnarok-X March 22nd, 2004 08:47 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Would like to join the game ^^

Combat Wombat March 23rd, 2004 07:55 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Cool, That means there are only 2 spots left, sign up quick everyone!

Ragnarok-X March 24th, 2004 09:23 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Im sorry Combat Wombat, i had to withdrew from the game. My SE4 Gold is Version 1.91 and i noticed you want to play with 1.84, sorry about that.

Combat Wombat March 24th, 2004 11:16 PM

Re: Invasion! Mod Discussion Beta 0.40
 
no no no no, I just have not had a chance to get that changed, come back

Ragnarok-X March 25th, 2004 06:28 PM

Re: Invasion! Mod Discussion Beta 0.40
 
But how ?! There is no way my 1.91 SE would be compatimble with your server, and there is no way to downgrade. Believe me, i would like to play...

Fyron March 25th, 2004 07:10 PM

Re: Invasion! Mod Discussion Beta 0.40
 
I think he meant to say that he is in the process of getting the PBW admins to update the mod to work with 1.91. The game will use 1.91 when it starts. You will be able to play.

Combat Wombat March 25th, 2004 07:36 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Fyron has it figured out

Ragnarok-X March 26th, 2004 08:48 AM

Re: Invasion! Mod Discussion Beta 0.40
 
oops, i will rejoin the game.

Thanks Imperator Fyron, once again you helped me !

Combat Wombat March 30th, 2004 01:36 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! PBW will most likely start tomorrow, this is your Last chance to join.

Combat Wombat March 30th, 2004 02:46 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.30 Has Been Released

Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe

Invasion! PBW will start tommorow this is your Last chance to join!

Change Log:
Updated Invasion! for 100% 1.91 compatibility
Fixed possible exploit using Engine Reactors
More work done with making the mod files size smaller
Did some more AI work
Added new Emperor Title
Long Range Sensors now produce Intelligence Points
Medical Bay now produces research points

Combat Wombat March 30th, 2004 02:59 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Only 1 spot left in Invasion! PBW

Edit: Max Players changed to 10 to accomodate demand

[ March 30, 2004, 01:04: Message edited by: Combat Wombat ]

Combat Wombat March 30th, 2004 08:24 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! PBW starts in about 2 hours sign up now or you will hate yourself forever! http://forum.shrapnelgames.com/images/icons/shock.gif

Combat Wombat April 1st, 2004 02:30 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.31 Announcement

Invasion! 0.31 will include 3 different types of races. Xenophobic, Imperialistic, and Neutral. These work very much like the Organic, Magical, and Physical races of Adamant. Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees.

Here is the basic idea I have for the 3 race types, though they will grow more detailed as I develop them:

Xenophobic Race:
Your race is scared of and hates all other races and will goto extreme measures to be left alone.

Cheaper: Bases, Sats, Mines, Wepplats
2 more levels of: Bases, Sats, Mines, Wepplats
Can't have Engine Reactors
Can't have Dreadnought and larger
Can't have any type of colony component outside starting type
Can't research Colony Ships above Slugship
Improved: Shields, Armor, Point Defense
+5% to ship defense

Imperialistic Race:
Your race will stop at nothing until the entire universe bows down before you.

Higher costing: Bases, Sats, Mines, Wepplat
2 Less Levels: Bases, Sats, Mines, Wepplat
Improved: Anti-Planet Weapons
Ships hold one more engine
1 more troops class
No Planetary Cloak Generator
+5% to Ship Offense

Neutral Race:
Normal Tech Tree
No Advantages/Disadvantages

Completed Beta 0.31 changes
Added Components: Research Lab I-III
Added Components: Intelligence Center I-III
Fixed Components: Medical Bay I-V

Fyron April 1st, 2004 07:57 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees.
<font size="2" face="sans-serif, arial, verdana">Umm.... yeah. The different races have different advantages and disadvantages, though they tend to be fairly subtle differences. Different sized ships, different maintenance rates, different strength shields/armor, different weapon systems, different sized C&C comps, different usage of resources (not just, same amounts, but different type, but different amounts overall of primary and secondary resources), and so on.

[ April 01, 2004, 17:58: Message edited by: Imperator Fyron ]

Combat Wombat April 2nd, 2004 10:18 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! PBW has started, get colonizing

Combat Wombat April 3rd, 2004 09:36 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Everyone take your Invasion! PBW turns

Combat Wombat April 4th, 2004 08:40 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Hugh everyone is waiting on you

Ragnarok-X April 4th, 2004 08:51 PM

Re: Invasion! Mod Discussion Beta 0.40
 
heck yeah ! i was checking PBW three times today, just because i wanted the next turn !! I hope tomoroow evening after i returned from work the turn will be ready (18 hours from now)
Hehe. Guess what, i even checked most data files of your mod, just to be prepared for everything. Your mod is well thought out, most things sound ok.
I really like how the mounts are used (i.e. different engine mounts and stuff)

Combat Wombat April 5th, 2004 10:20 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Well the first turn of Invasion! has been processed. Off to a slow start but I hope everyone will be more on top of getting their turns in. The 48 hour time limit is a maximum and there is no reason why you cant take your turn sooner than that.

tesco samoa May 7th, 2004 01:56 AM

Re: Invasion! Mod Discussion Beta 0.40
 
how is the game going ???

Combat Wombat May 9th, 2004 06:44 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Though it is a 255 system map 2 races have already made first contact. I've recieved many complaints about the propulsion system so a few changes will be made to that in the near future. Woland stopped taking turns and we tried to contact him over and over but no response so he was booted and mac has taken over.

Ragnarok-X May 12th, 2004 07:00 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Hey CombatWombat,

just so i know: unless you change both the research costs and the propulsion systems in within the next 3-4 turns -> i will leave the game.
Its almost unplayable if you ask me, i have propulsion level 6 or 7, not sure, and my ships still move at speed 2. The only thing those researches gave me where a MINOR cost reduce which was balanced out in the end -x mineral +x radioactives. THat sucks imho.
Im still only able to build scouts and slughips. Its almost impossible to get bigger ships, which will hopefully allow more engines. Reactors are screwed up, too.

To be honest im quite dissapointed. I suggested those changed about 3-4 weeks ago, still you did nothing. Im actually wondering if you ever tested your "mod". I guess you didnt. Im making a quite big mod too, and i testing it each week for a few hours just to make everything works as its supposed work. I even created one AI so i can really "playtest" my mod.

Ragnarok-X May 12th, 2004 07:03 PM

Re: Invasion! Mod Discussion Beta 0.40
 
uh yeah, and please dont tell me its BETA 0.30. In actual gaming industry this mod would be considered alpha rather then beta http://forum.shrapnelgames.com/images/icons/tongue.gif

Combat Wombat May 21st, 2004 09:44 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.31 Has Been Released

Patch
Download Invasion! 0.31 here: http://www.spaceempires.net/cw/Invasion31.exe

Full
Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe

Invasion! PBW is in need of a replacement player.

Change Log:
Fixed Ship Construction Cost
Fixed Base Construction Cost
Fixed Scout Propulsion
Fixed Data File Clutter
Fixed Long Range Sensors
Fixed Medical Bay

I found this in a backup file I made. This is basicly my first Beta release to the public. When I go back and look at this I am amazed how far the mod has come.

Download Invasion! 0.23 here: http://www.spaceempires.net/cw/Invasionbeta23.rar

Combat Wombat May 30th, 2004 07:33 AM

Re: Invasion! Mod Discussion Beta 0.40
 
I have started a new Invasion! PBW game. It's called Invasion! 2nd Wave. So I am looking for 9 players to come play. It should be great fun we are going to play on a small map. Compared to the first games huge 255 system map. So it should be a completely differen't game. Even if you are in the first Invasion! game you are more than welcome to play this one.

Combat Wombat May 30th, 2004 10:09 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! 2nd Wave has its first player, Welcome to the game Dinesku

Combat Wombat May 31st, 2004 05:04 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! 2nd Wave has its second player, Welcome to the game RazorTSharp

Combat Wombat May 31st, 2004 06:27 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Alright I have begun an extensive AI testing game for Invasion! and here are some of the early results.

Me
Tech Levels : 51
Systems: 3
Planets: 21
Units: 0
Ships: 39
Bases: 10
Place: 1st

2nd Place AI
Tech Levels : 40
Systems: 1
Planets: 13
Units: 101
Ships: 5
Bases: 0

3rd Place AI
Tech Levels : 40
Systems: 1
Planets: 12
Units: 231
Ships: 9
Bases: 0

4th Place AI
Tech Levels : 40
Systems: 1
Planets: 12
Units: 231
Ships: 7
Bases: 0

5th Place AI
Tech Levels : 40
Systems: 1
Planets: 10
Units: 106
Ships: 8
Bases: 0

So this shows that the current Invasion! AI still colonizes planets but not as fast as it should. So if you want to play Invasion! Singleplayer the AI is still operable but it will not challange anyone but the most novice players even if it is set on hard will full bonus.

Ragnarok-X June 8th, 2004 08:03 PM

Re: Invasion! Mod Discussion Beta 0.40
 
i have found another bug.

While my scouts are finally moving with speed 3, i tried to construct a tiny carrier, which has a max engine setting of 2, again. So i decided to put one level 3 engine in it, and another level 3 reactor. In the design screen it reads "3 movement points" (1 from engine, 2 bonus from reactor), but now that the carrier is ready it can only move at speed ONE. I understand you want to slow down the game (somehow), but carriers / ships which move with speed 1 ?! I must have missed something again.

ty

Combat Wombat June 8th, 2004 09:35 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Hmm, I will look into that. It was not done on purpose I assure you. 0.32 will be coming out soon anyways I should be able to have the fix in there

Combat Wombat June 8th, 2004 10:09 PM

Re: Invasion! Mod Discussion Beta 0.40
 
I have recreated what you are talking about except for my tiny carrier gets 3 movement exactly like its supposed to.

Ragnarok-X June 9th, 2004 06:02 PM

Re: Invasion! Mod Discussion Beta 0.40
 
huh ?! thats definitly weird.

Anyways, you are the game host, so you should be able to log into my empire. Take a look and you should find that carrier at one of the homeworlds ! Just promise you wont share your knowledge about the empire http://forum.shrapnelgames.com/images/icons/icon12.gif

Combat Wombat June 9th, 2004 06:44 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by Ragnarok-X:
huh ?! thats definitly weird.

Anyways, you are the game host, so you should be able to log into my empire. Take a look and you should find that carrier at one of the homeworlds ! Just promise you wont share your knowledge about the empire http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">lol, I didn't even think about logging into your empire.

Combat Wombat June 9th, 2004 10:51 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Umm, how would I go about logging into your empire, I tried what I thought would work and it didn't.

Ragnarok-X June 10th, 2004 08:44 AM

Re: Invasion! Mod Discussion Beta 0.40
 
i have no idea how a game host can log into a empire. i just read that it is possible somewhere. Anyways, since pbw is down you should have enough time to ask a host or something http://forum.shrapnelgames.com/images/icons/icon12.gif If you have ICQ or something then i could send you a screenshot or whatever.

Combat Wombat June 10th, 2004 06:55 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Well I will ask here, someone is sure to know.

How do I acess another players empire in a PBW game?

Suicide Junkie June 10th, 2004 07:35 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Have them give you the password, and then change it for next turn?

Combat Wombat June 12th, 2004 01:46 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! needs a replacement player ASAP, its a good empire.

Also Invasion! 2nd Wave is looking for 3 more players so we can start.

Combat Wombat June 12th, 2004 06:50 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Alright Rag your problem is because you don't have crew quarters on your carriers, this is and isn't your fault for some reason the warning has stoped showing up.

Fyron June 12th, 2004 06:54 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Maybe you have a 0 for the required number of CQ for the carrier entry? Even if the requirement is 0, ships still lose movement if they do not have working C&C comps.

Ragnarok-X June 13th, 2004 09:54 AM

Re: Invasion! Mod Discussion Beta 0.40
 
*doh*

Somehow i forgot to add crew quarters just because the warning doesnt show up ?! Stupid me !

Thanks for figuring that out !!

Combat Wombat June 14th, 2004 02:30 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.32 will be coming out this week sometime. Here is a list of what to expect. If you see something missing that you wanted fixed or changed please tell me.

Added Component(s): Science Lab I-III
Added Component(s): Intelligence Center I-III
Modified Facility(s): Temporal Space yar Facility I-III
Added Emperor Name(s)
Modfied Component(s): Crew Quarters
Modfied Component(s): Bridge
Modfied Component(s): Auxiliary Bridge
Fixed Vehicle Size(s): All Carriers, Some Colony Ships

Combat Wombat June 18th, 2004 07:49 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.40 Has Been Released

Download Invasion! 0.40 here: http://www.spaceempires.net/cw/Invasion.exe

This Version has the most changes of any previous Version.

Important Notes: Uncompatiable with previous Versions, you need FQM Deluxe and Image Mod to play properly. This means that all Invasion! PBW games under my control will continue to use Beta 0.31 so I would recommend changing the folder name before installing this Version.


Change Log:
Uncompatiable with previous Versions
Added Space Monsters!
Added Component(s): Science Lab I-III
Added Component(s): Intelligence Center I-III
Added Component(s): Quantum Warp Missile I-V
Modified Facility(s): Temporal Space Yard Facility I-III
Added Emperor Name(s)
Modfied Component(s): Crew Quarters
Modfied Component(s): Bridge
Modfied Component(s): Auxiliary Bridge
Fixed Vehicle Size(s): All Carriers, Some Colony Ships
Bases now have limited supplies like in P&N
Cut population hitpoints in half
Fixed some spelling mistakes
Fixed Bonus Drone Speed
Fixed some vehicle descriptions
Added new Emperor Titles


And of course if you have any comments or questions you can post them here.

Previous Version are available here
Beta 0.3x Full:
http://www.spaceempires.net/cw/Invasion3xfull.exe

Beta 0.31 Patch:
http://www.spaceempires.net/cw/Invasion31.exe

Beta 0.23 Full
http://www.spaceempires.net/cw/Invasionbeta23.rar

[ June 18, 2004, 18:51: Message edited by: Combat Wombat ]

Combat Wombat June 22nd, 2004 02:29 PM

Re: Invasion! Mod Discussion Beta 0.40
 
A player dropped from the game and i got a replacement player but he has yet to take his turn. Also Killer Dolphin is in France for a month and I will be taking his turns, but I haven't had a chance to yet. I will execute the turn today whether SkyAshton has taken his or not.

Ragnarok-X June 23rd, 2004 01:10 AM

Re: Invasion! Mod Discussion Beta 0.40
 
whats happening with the first pbw game, no new turns for days now ?


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